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Blockbound

  • 3d
  • voxel
  • sandbox
  • first-person
  • creative
  • survival
0
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About Blockbound

LIKE MINECRAFT

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. rennerellistx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell rennerellistx what you would add next.

Make your own game

Blockbound was built by rennerellistx with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Blockbound opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Blockbound

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable browser-based first-person voxel sandbox titled “BLOCKBOUND,” styled as “A tiny voxel frontier” with a polished dark navy/cyan/green interface. Begin on a full-screen main menu over a dark blue radial/linear gradient. Center a rounded dark translucent card with a thin pale-blue border and shadow. Show the eyebrow “A TINY VOXEL FRONTIER,” a large bold title “BLOCKBOUND,” and the subtitle “Build a little world, explore it in first person, and bring a few simulated settlers along for the ride.” Provide Creative and Survival mode buttons, with Creative initially active in bright cyan and Survival dark blue. Include a Fake AI players toggle initially ON, an “Enter the world” gradient cyan-to-mint button, and the hint: “WASD / arrows move · mouse look · click place · right click remove · 1–4 choose block · Space jump.”

When Enter the world is clicked, hide the menu and enter a real-time 3D first-person voxel world. Use a perspective camera with mouse-look/pointer-lock controls, WASD or arrow-key movement, jumping with Space, gravity, and a visible centered white crosshair. Use a bright pale blue sky/background with atmospheric fog fading toward the horizon, soft hemisphere lighting, warm directional sunlight, ambient shadows, and a low-poly/pixel-textured voxel aesthetic. The world should feel like a small Minecraft-like prototype, but only implement the mechanics described here.

Generate a starter world consisting of a large 30x30 ground slab covered in repeating pixelated green terrain, plus a central roughly 11x11 patch of individual one-unit cubes at ground level. Most surface cubes are grass-green, with some dirt-brown cubes mixed in. Add a few simple vertical structures: a three-block-high stone column around x=-4,z=0, a three-block-high wood column around x=4,z=0, and a short row of alternating wood and stone blocks near z=-3. Scatter four low-poly nature-kit trees around the area and one low-poly rock/cliff prop. Blocks are one-unit cubes with intentionally pixel-speckled nearest-filter textures in four materials: grass, dirt, stone, and wood; they cast and receive shadows.

The player begins near (0, 0.72, 6), represented as a first-person controller rather than a visible avatar. Left-click while aiming at an existing block to place a selected one-unit block on the adjacent face; right-click to remove an aimed block above the base ground. Prevent placement below y=0 or above y=10, and reject placement into an occupied space with a brief toast message. Press keys 1, 2, 3, or 4 to select grass, dirt, stone, or wood respectively. Show the selected material with a highlighted inventory slot. In Creative mode, blocks are unlimited. In Survival mode, start with 24 available blocks, decrement on placement and increment when removing blocks; if empty, show the toast “Out of blocks — gather more in the next update.”

Spawn four animated low-poly creatures using suitable external-looking models: a pig near (2,-2) that wanders and is non-hostile, plus a zombie near (-2,-2), a large demon near (6,-4), and a cactus-like monster near (-6,-3). Hostile creatures pursue the player when within about 12 units, move slowly, and damage health when within about 1.65 units. Use damage over time approximately 12 for the zombie, 18 for the demon, and 15 for the cactus creature. Show a health HUD starting at 100/100 with a warm red-to-yellow horizontal bar. When health reaches zero, restore health to full, respawn the player at the starting position, return the creature to its home position, and show a toast such as “[creature] defeated you — respawned.” Animate creature idle clips if available and give the pig gentle local wandering.

If Fake AI players is ON, spawn two simple simulated settlers after starting. They should be visibly blocky humanoids made from box primitives: one with a reddish body and one with a blue body, each with a peach cube head, moving around near the starting area. They gently wander around their respective home positions and periodically either build a wood/stone block nearby or break an elevated nearby block. Display toast messages such as “AI player 1 built a block” or “AI player 2 broke a block.” If the toggle is OFF, do not spawn them. The AI setting should be switchable on the menu before entering.

During gameplay, show a fixed HUD overlay. At top-left, display a pill reading “BLOCKBOUND · Creative” or “BLOCKBOUND · Survival,” a health panel labeled HEALTH with current value, and four colored inventory slots labeled 1–4 for grass, dirt, stone, and wood, with the selected slot outlined cyan. At top-right, show a pill reading “Blocks ∞ · AI ON” in Creative or the current number in Survival, plus a rounded “Main menu” button. Show temporary rounded dark toast notifications near the bottom center for selection, occupancy, AI actions, and combat/respawn events. The Main menu button or Escape should release pointer lock, pause/return to the menu, and hide the gameplay HUD. Preserve the cool dark glassmorphism UI, cyan accent, warm health colors, rounded borders, and clean system sans-serif typography throughout.

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